The MEOW, short for "Multiverse Explore & Override Window",is designed to explore the entire hierarchy for the selected Multiverse Compound (displayed on top in blue), and override any of its items, selectively.

Once an override is set, it is inherited by children items in the hierarchy except if further overridden at a child location. Overrides are performed in the MEOW via RMB actions.

You can also MMB on an Item to see the properties, types and values of the data at that item location.

Click the help “?” to see the meaning of colors and icons.


The MEOW UI has been designed with performance in mind and can fully expand extremely complex hierarchies of hundreds of thousands of nodes in no time.

# Selection

You can select single or multiple items via LMB and shift+LMB. Any selection performed in MEOW will be in-sync with the Viewport where selected items will be highlighted in yellow. Likewise when selecting an item in the viewport, the reflection will be also in-sync in the MEOW.

# Inheritance

Overrides that set on an item are inherited by children items automatically this means if you assign an override on the topmost node in the hierarchy, all its children items will inherit the same override.

# Maya Vs Written Overrides

Overrides can be either saved in the Maya scene or written as USD overrides:

  • Any overrides that is set in MEOW and not written as override will be saved when a Maya scene is saved.
  • Overrides can be written with a Multiverse Write USD Override operation to a USD file. USD overrides can be then “layered” in the same Multiverse Compound. An option exist so that once you save an override for a Compound, it will be automatically “synced” and layered on the topmost later of its relative compound.

Viewport Visibility Override

In MEOW you can also set viewport visibility (VV), however this special setting cannot be saved as a override since this concept does not really exist in USD.

Authoring Attribute Variants in MEOW

In MEOW you can also author Attribute Variants and define their VariantSets, however the result of such authoring can be only visible once you have written the override. You can do so quickly with the sync option active in the Write USD Override UI.

# Main UI Reference

Icon Meaning
Item Name Green dot before name Activated Item.
Red dot before name Deactivated Item (the item name is also grayed out).
VV Viewport Visibility Eye Open Visible in viewport.
Eye Outlined Visible in viewport.
RV Rendering Visibility Display On Visible when rendering.
Display Off Visible when rendering.
RV Rendering Visibility Display On Visible when rendering.
Trsf Affine transform Axis Triad Create / select a transform (locator) node. This is injected in the correct point of the hierarchy, respecting its "foster parent". It overrides transformations with full support for animation as well.
Mat Material (Shading Group) Assignment Grey Use assignment is written in the USD file. Overrides material assignment on the Compound Shape node.
Green Create / use material assignment in MEOW (overrides material assignment written in USD).
Xray A "Null Material" assignment in MEOW: this effectively acts as an override that removes a material assignment written in USD.
Attr Attribute Assignment Attribute list Creates / select a mvSet node and use it to assigning a namespace and rendering attribute for each renderer. An mvSet can contain a Maya set node (used by Arnold / Renderman / Vray ), a dlSet node used by 3Delight, a vrayObjectAttributes node and other set-like nodes used by Vray, and a redshiftMeshParameters and other set-like nodes used by Redshift.
Variants Left: Existing Default Variant Display if a default variant is present, and use it.
Left: Existing Selected Variant Select / use a non—default variant.
Left: Existing Default + Newly Added Variant
Left: Existing Selected + Newly Added Variant
Left: None Existing + Newly Added Variant
Top-right: Existing Hierarchy Variant
Bottom-right: Existing Added Variant
Bottom-right: Newly Added Attribute Variant
Bottom-right: Existing and Newly Added Attribute Variant

# RMB UI Reference

RMB-click will pop up the following UI:

This will provide access to all the following functionalities:

  • Attribute Variants authoring
  • Material Overrides
  • Transform Overrides
  • Attribute Overrides
  • Active State Overrides
  • Importing USD as Maya data
  • Several utility and navigation functions

# MMB UI Reference

RMB-click will pop up the "item info" UI so you can inspect any property that exist on that specific USD item:

Last Updated: 12/14/2020, 7:53:00 PM